awesome heh. for some reason it takes a really long time to open the texture browser now that the new system of detecting wads has been implemented. i use the whitelist feature so im not loading hundreds of wads, but even then its still slow. is it just cuz it needs to filter out all the unused ones everytime? or is it something else slowing it down.

also, i mentioned this bug in an earlier post but i figured out how to consistently recreate it i guess: if you select a texture directly from the texture application tool box and try to apply it to a face (whether with alt + right click or just right click) it will apply ONCE then revert back to either a previously selected texture or no texture (if none was selected).

sorry if it's already on your list of things to fix but i just dont want it to be forgotten cuz its pretty annoying.

Compiling through sledge.. func_doors.... master is null or not a master.Doors don't work. wat?Func_walls not showing up...Lights placed within ~64 units of eachother not rendering..Something's afoot.
more details....Using the compilator instead of sledge to compile.Using halflife.fgd located here: http://themightyatom.nl/downloads.html

I have a simple func_door, set to have a lip of 2 with no master set (field is blank).When i compile and play, the door does not open and the game returns "master is null or not a master"HOWEVERIf i tick the "use only" flag, the door opens when i play the game yet NO FUNC_WALLS RENDER!?

This is quite odd.
Tested map with hammer 3.4Created new door, exported to .map, compiled with compilator - works fine.

That is pretty odd, Tetsuo, which compile tools are you using? I just tested it myself and I can create func_doors and func_walls (both with default properties) and they work in-game correctly. Can you send me the .map file that Sledge generates and the .map file that VHE generates so I can compare them?

Ok Tet, I've taken a look at the problem and I've fixed it in the next version, but in the meantime, upgrading to the more recent VHLT tools that CapT linked above will also fix the problem. I also fixed the "invalid key/values" error in the "check for problems" window.

It doesn't at the moment, but it would be cool if it did. I don't know anything about Tech 1/2 mapping and how different they are to Goldsource, so it's not something I can just add without putting in a lot of research. I am focusing more on Source support, but if anybody has experience with programming and Quake 1/2 mapping, I think adding support for those engines wouldn't be a huge effort and I would be more than happy to help with the coding side of things!

Yes, but as far as I know it also has several major differences when editing. Something about material flags that need to be set on faces, and the .map format is different as well (specifically to do with texture axes). And I'm also not sure how Quake 1/2 games specify entity data, because I think the FGD format is a Hammer thing.

I think it does, because WinBspc uses Quake-style .map format rather than the Goldsource format. However, Sledge doesn't currently save .map files in the Quake formats, which I think the Quake compile tools would need to work. I am planning on adding a sort of "engine feature detection" thing when I add Source support that automatically detects how to load/save maps depending on the selected engine. I will try to keep the older Quake engines in mind when I'm doing that so it's easier to add support for those games.

I had an error a few minutes ago where using the arrow keys to nudge a particular group of brushes (containing no entities) caused the crash dialogue to pop up. Opening the error window showed a few instances of the group has no children error. Deleting these fixed the problem, however I also encountered a bug with these.If instead of deleting them I selected 'Go to error' on any of the instances, then the 3D view would go black. Pressing 'Z' to look around in the 3D view would cause an infinite loop of crash dialogue boxes to open up.Changing the 3D viewport to a 2D view, then back to 3D would allow me to look around without crashing, however none of the contents of the level are rendered, making it appear as if it's an empty level.

Lot of bug reporting lately, I feel like a feature request is long overdue!

This one might be a pipe dream, but bear with me. If it's doable, it'll blow the pants right off you with awesomeness.

Is there a way? IS THERE A WAY? Is there a way we could preview train and door movements in-editor in order to fine-tune parameters such as speed and acceleration? I'm thinking a 'ghost' version of the entity follows its paths and disappears when something else is clicked on, or maybe even loops whilst live updating? Is that too silly?It's crazy, I know, but it's that sort of crazy which also seems vaguely feasible.

I had this same thought when I watched your tutorial of the "map evolution" videos, Archie. It's definitely something I'd like to do when everything is nice and stable

In other news, I got a fun suggestion from Alberto to add a "text" brush type - as in, you select your font and type the text you want, and the text is turned into (unavoidably inefficient) brushwork. I've got the basics set up and it was surprisingly easy to add I can provide screenshots when I get home if you're interested in seeing what it looks like.

Once you get the displacements implemented in GS, any chance of having an option to use blend textures for them? Even if that would mean saving each blend for it's particular mesh; perhaps something in a 256x256 size, or optional size? I guess in 2014 it's safe to go outside 10 Mb texdata? Maybe something similar to Vluzacns way of saving textures , in v33, when using 'zhlt_embedlightmap'.

Hmm, it would have to generate the in-between blended textures automatically into a custom wad file and then automatically -wadinclude that when you compile. That's not the kind of thing I want to add because it breaks portability and compatibility with other tools, so I don't see something like that being added as a main feature.